//在Editor中限制最大值,最小时
UPROPERTY(EditDefaultsOnly, Category = "My Actor Propertys | Vector", meta = (ClampMin = -5.0f, ClampMax = 5.0f, UIMin = -5.0f, UIMax = 5.0f)
 
UCLASS()
class STATICMESHSAMPLE_API AMyActor : public AActor
{
GENERATED_BODY()
 
public:
// Sets default values for this actor's properties
AMyActor();
 
    UPROPERTY(VisibleAnyWhere, Category = "My Actor Components")
    UStaticMeshComponent *StaticMesh;
    
    //大多数属性都有 Edit 和 Visible, 但是 VisiableAnyWhere 不推荐使用 Edit 属性
    UPROPERTY(EditInstanceOnly, Category = "My Actor Propertys | Vector")
    FVector InitLocation;
    
    UPROPERTY(VisibleInstanceOnly, Category = "My Actor Propertys | Vector")
    FVector PacedLocation;
    
    UPROPERTY(EditDefaultsOnly, Category = "My Actor Propertys | Vector")
    bool bGotoInitLocation;
    
    UPROPERTY(VisibleDefaultsOnly, Category = "My Actor Propertys | Vector")
    FVector WorldOrigin;
 
    UPROPERTY(EditAnywhere, Category = "My Actor Propertys | Vector", meta = (ClampMin = -5.0f, ClampMax = 5.0f, UIMin = -5.0f, UIMax = 5.0f))
    FVector TickLocationOffset;
 
    UPROPERTY(EditAnywhere, Category = "My Actor Propertys | Vector")
    bool ShouldMove;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
 
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
 
};